package miaou-core
sectionYPositions = computeSectionYPositions($el), 10)"
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Miaou core/widgets (no drivers, no SDL)
Install
dune-project
Dependency
Authors
Maintainers
Sources
v0.5.2.tar.gz
md5=60a3b9f181f24572a06a9492532bfdda
sha512=fcc35a275066be2900e6201782faf47503076fa4640f08cf78067835a6f447b74613009e55b2ac799adb7ca46f1bffa261fc5971753f2cc3c6bef327511c7ef6
doc/src/miaou-core.helpers/animation.ml.html
Source file animation.ml
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208(*****************************************************************************) (* *) (* SPDX-License-Identifier: MIT *) (* Copyright (c) 2025 Nomadic Labs <contact@nomadic-labs.com> *) (* *) (*****************************************************************************) type easing = | Linear | Ease_in | Ease_out | Ease_in_out | Bounce | Custom of (float -> float) type repeat = Once | Loop | Ping_pong type t = | Single of single | Sequence of { steps : t array; mutable current : int; mutable elapsed_in_step : float; } and single = { duration : float; easing : easing; repeat : repeat; elapsed : float; } (* -- Easing curves -------------------------------------------------------- *) (** Cubic ease-in: f(t) = t^3 *) let ease_in t = t *. t *. t (** Cubic ease-out: f(t) = 1 - (1-t)^3 *) let ease_out t = let u = 1.0 -. t in 1.0 -. (u *. u *. u) (** Cubic ease-in-out: piecewise cubic *) let ease_in_out t = if t < 0.5 then 4.0 *. t *. t *. t else let u = (-2.0 *. t) +. 2.0 in 1.0 -. (u *. u *. u /. 2.0) (** Bounce: overshoots to ~1.1 then settles. Uses a quadratic overshoot: 1 + sin(pi*t) * 0.1 * (1-t) blended with the base progress. Simplified to a cubic that peaks above 1: f(t) = 1 - (1-t)^2 * (1 - 3*t) This gives f(0)=0, f(0.7)≈1.1, f(1)=1. *) let bounce t = if t >= 1.0 then 1.0 else let u = 1.0 -. t in (* Quadratic ease-out with overshoot factor *) let base = 1.0 -. (u *. u) in let overshoot = Float.sin (t *. Float.pi) *. 0.1 in base +. overshoot let apply_easing easing t = match easing with | Linear -> t | Ease_in -> ease_in t | Ease_out -> ease_out t | Ease_in_out -> ease_in_out t | Bounce -> bounce t | Custom f -> f t (* -- Single helpers ------------------------------------------------------- *) let single_duration s = s.duration let single_raw s = if s.elapsed <= 0.0 then 0.0 else let ratio = s.elapsed /. s.duration in match s.repeat with | Once -> Float.min 1.0 ratio | Loop -> let f = ratio -. floor ratio in Float.min 1.0 (Float.max 0.0 f) | Ping_pong -> let period2 = ratio /. 2.0 in let phase = (period2 -. floor period2) *. 2.0 in if phase <= 1.0 then Float.min 1.0 (Float.max 0.0 phase) else Float.min 1.0 (Float.max 0.0 (2.0 -. phase)) let single_value s = apply_easing s.easing (single_raw s) let single_finished s = match s.repeat with | Once -> s.elapsed >= s.duration | Loop | Ping_pong -> false (* -- Core ----------------------------------------------------------------- *) let create ~duration ?(easing = Linear) ?(repeat = Once) () = let duration = Float.max duration Float.epsilon in Single {duration; easing; repeat; elapsed = 0.0} let delay seconds = let duration = Float.max seconds Float.epsilon in Single {duration; easing = Linear; repeat = Once; elapsed = 0.0} let rec tick anim ~dt = let dt = Float.max 0.0 dt in match anim with | Single s -> Single {s with elapsed = s.elapsed +. dt} | Sequence sq -> if sq.current >= Array.length sq.steps then anim (* already done *) else let step = sq.steps.(sq.current) in let step = tick step ~dt in sq.steps.(sq.current) <- step ; if finished step && sq.current < Array.length sq.steps - 1 then begin (* Carry over excess time into next step *) let excess = elapsed step -. step_duration step in let excess = Float.max 0.0 excess in let next = sq.current + 1 in let seq = Sequence {sq with current = next; elapsed_in_step = 0.0} in if excess > 0.0 then tick seq ~dt:excess else seq end else Sequence {sq with elapsed_in_step = sq.elapsed_in_step +. dt} and finished anim = match anim with | Single s -> single_finished s | Sequence sq -> sq.current >= Array.length sq.steps || sq.current = Array.length sq.steps - 1 && finished sq.steps.(sq.current) and elapsed anim = match anim with | Single s -> s.elapsed | Sequence sq -> (* Total elapsed across all completed steps + current *) let total = ref 0.0 in for i = 0 to min sq.current (Array.length sq.steps - 1) do total := !total +. elapsed sq.steps.(i) done ; !total and step_duration anim = match anim with | Single s -> single_duration s | Sequence sq -> let total = ref 0.0 in Array.iter (fun step -> total := !total +. step_duration step) sq.steps ; !total let rec reset anim = match anim with | Single s -> Single {s with elapsed = 0.0} | Sequence sq -> Array.iteri (fun i step -> sq.steps.(i) <- reset step) sq.steps ; Sequence {sq with current = 0; elapsed_in_step = 0.0} let rec value anim = match anim with | Single s -> single_value s | Sequence sq -> if sq.current >= Array.length sq.steps then (* Past end — return value of last step *) if Array.length sq.steps > 0 then value sq.steps.(Array.length sq.steps - 1) else 0.0 else value sq.steps.(sq.current) let rec raw anim = match anim with | Single s -> single_raw s | Sequence sq -> if sq.current >= Array.length sq.steps then if Array.length sq.steps > 0 then raw sq.steps.(Array.length sq.steps - 1) else 0.0 else raw sq.steps.(sq.current) (* -- Interpolation -------------------------------------------------------- *) let lerp a b anim = let v = value anim in a +. ((b -. a) *. v) let lerp_int a b anim = let v = value anim in let f = float_of_int a +. (float_of_int (b - a) *. v) in int_of_float (Float.round f) (* -- Combinators ---------------------------------------------------------- *) let sequence steps = match steps with | [] -> Single { duration = Float.epsilon; easing = Linear; repeat = Once; elapsed = Float.epsilon; } | _ -> Sequence {steps = Array.of_list steps; current = 0; elapsed_in_step = 0.0}
sectionYPositions = computeSectionYPositions($el), 10)"
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